1. bookVolumen 9 (2021): Heft 1 (December 2021)
15 Dec 2013
1 Hefte pro Jahr
access type Uneingeschränkter Zugang

The Object Gives Rise to Thought: Hermeneutics of Objects in Disco Elysium

Online veröffentlicht: 14 Dec 2021
Volumen & Heft: Volumen 9 (2021) - Heft 1 (December 2021)
Seitenbereich: 56 - 66
15 Dec 2013
1 Hefte pro Jahr

The article presents an analysis and interpretation of Disco Elysium, an award-winning videogame published by ZA/UM studio in 2019. The main problem explored in the research concerns the ontological basis upon which the game builds the complex personality of its protagonist and his relationship with the storyworld. The main theoretical works utilized in the analysis and interpretation are Object-Oriented Ontology by Graham Harman and Existence and Hermeneutics by Paul Ricoeur. My thesis is that Disco Elysium presents time, events and history as the effects of various tensions between the protagonist and the objects. In doing so, the game offers a non-anthropocentric perspective on human being and gives rise to questions about objects as a basis for rethinking the human condition. The article concludes with the formulation of a possible new hermeneutical approach founded on Object-Oriented Ontology.

Abbott, Megan 2002. The Street Was mine: White Masculinity in Hardboiled Fiction and Film Noir. Palgrave Macmillan: New York.10.1057/9781403970015 Search in Google Scholar

Bolter, Jay David; Grusin, Richard 2000. Remediation: Understanding New Media. MIT Press: Cambridge. Search in Google Scholar

Bogost, Ian. 2012. Alien phenomenology, or What It’s Like to Be a Thing. University of Minnesota Press: Minneapolis.10.5749/minnesota/9780816678976.001.0001 Search in Google Scholar

Buryła, Slawomir 2018. Pamięć powojenna w kryminale retro. W: Buryła, S., Gąsowska, L., Ossowska, D. (red). Popkulturowe formy pamięci. IBL PAN: Warszawa, s. 97–126. Search in Google Scholar

Calleja, Gordon 2011. In-Game: From Immersion to incorporation. MIT Press: Cambridge, MA & London.10.7551/mitpress/8429.001.0001 Search in Google Scholar

Chapman, Adam 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. Routledge: New York & London. Search in Google Scholar

Darska, Bernadetta 2018. ‘Pamięć jako kategoria podtrzymująca reguły gatunkowe we współczesnej powieści kryminalnej’. – Sławomir Buryła, Lidia Gąsowska, Danuta Ossowska (eds.). Popkulturowe formy pamięci. Warszawa: IBL PAN, 127–140. Search in Google Scholar

Denson, Shane; Jahn-Sudmann, Andreas 2013. ‘Digital Seriality: On the Serial Aesthetics and Practice of Digital Games’. – Eludamos: Journal for Computer Game Culture 7, 1, 1-32.10.7557/23.6145 Search in Google Scholar

Domańska, Ewa 2008. ‘Humanistyka nie-antropocentryczna a studia nad rzeczami’. – Kultura Współczesna: teoria, interpretacje, krytyka 3, 9–21. Search in Google Scholar

Egenfeldt-Nielsen, Simon; Smith, Jonas; Tosca, Susana 2008. Understanding Video Games: The Essential Introduction. New York & London: Routledge.10.4324/9780203930748 Search in Google Scholar

Farca, Gerald 2018. Playing Dystopia: Nightmarish Worlds in Video Games and the Player’s Aesthetic Response. Bielefeld: Transcript.10.1515/9783839445976 Search in Google Scholar

Foucault, Michel 1998. The History of Sexuality. Volume 1: An Introduction. Trans. Robert Hurley. New York: Pantheon Books. Search in Google Scholar

Galloway, Alexander R. 2006. Gaming: Essays on Algorithmic Culture. Cambridge: MIT Press. Search in Google Scholar

Gandolfi, Enrico 2016. ‘Subjective temporalities at play: Temporality, subjectivity and gaming affordances in Cities: Skylines, Europa Universalis IV and Pillars of Eternity’. – Simulation & Gaming 47, 6, 720–750.10.1177/1046878116670292 Search in Google Scholar

Gualeni, Stefano; Vella, Daniel 2020. Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds. Cham: Palgrave Macmillan.10.1007/978-3-030-38478-4 Search in Google Scholar

Hanson, Christopher 2018. Game Time. Understanding Temporality in Video Games. Bloomington: Indiana University Press.10.2307/j.ctv176q4 Search in Google Scholar

Harman, Graham 2011. The Quadruple Object. Winchester: Zero Books. Search in Google Scholar

Harman, Graham 2017. Object-Oriented Ontology: A New Theory of Everything. Pelican. Search in Google Scholar

Heilmann, Till A. 2014. ‘“Tap, tap, flap, flap.” Ludic Seriality, Digitality, and the Finger’. – Eludamos: Journal for Computer Game Culture 8, 1, 33-46. Search in Google Scholar

Jameson, Fredric 1991. Postmodernism, or, The Cultural Logic of Late Capitalism. Durham: Duke University Press.10.1215/9780822378419 Search in Google Scholar

Kelly, Mark G. E. 2013. Foucault’s History of Sexuality Volume I: The Will to Knowledge. Edinburgh: Edinburgh University Press.10.1515/9780748648917 Search in Google Scholar

Kimmel, Michael; Milord, Christine; Kennedy, Amanda 2014. Cultural Encyclopedia of the Penis. New York & London: Rowman & Littlefield. Search in Google Scholar

Kirby, David A. 2013. ‘Forensic fictions: Science, television production, and modern storytelling’. – Studies in History and Philosophy of Biological and Biomedical Sciences 44, 92–102. Search in Google Scholar

Lacoue-Labarthe, Philippe 1989. Typography: Mimesis, Philosophy, Politics. London: Harvard University Press. Search in Google Scholar

Maclean, Paul D. 1990. The Triune Brain in Evolution: Role in Paleocerebral Functions. New York & London: Plenum Press. Search in Google Scholar

Maj, Krzysztof M. 2015. Allotopie: Topografia światów fikcjonalnych. Kraków: Universitas. Search in Google Scholar

Maj, Krzysztof M. 2019. Światotwórstwo w fantastyce: Od przedstawienia do zamieszkiwania. Kraków: Universitas. Search in Google Scholar

Mantzavinos, Chrysostomos 2005. Naturalistic Hermeneutics. Cambridge: Cambridge University Press.10.1017/CBO9780511498947 Search in Google Scholar

Mizajewski, Linda 2004. Hardboiled and High Heeled: The Woman Detective in Popular Culture. New York & London: Routledge.10.4324/9780203489789 Search in Google Scholar

Mukherjee, Souvik 2017. Videogames and Postcolonialism: Empire Plays Back. Cham: Palgrave Macmillan.10.1007/978-3-319-54822-7 Search in Google Scholar

Murray, Janet 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free Press: New York. Search in Google Scholar

Pötzsch, Holger; Šisler, Vit 2019. ‘Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination’. – Games and Culture 14, 1, 3–25.10.1177/1555412016638603 Search in Google Scholar

Reinhard, Andrew 2018. Archeogaming: An Introduction to Archeology in and of Video Games. New York & Oxford: Berghahn. Search in Google Scholar

Ricoeur, Paul 2006. Memory, history, forgetting. Trans. Kathleen Blamey; David Pellauer. Chicago & London: University of Chicago Press. Search in Google Scholar

Ricoeur, Paul 1992. Oneself as Another. Trans. Kathleen Blamey. Chicago & London: University of Chicago Press. Search in Google Scholar

Ricoeur, Paul 1991. From Text to Action: Essays in Hermeneutics, II. Trans. Kathleen Blamey, John B. Thompson. Northwestern University Press. Search in Google Scholar

Ricoeur, Paul 1975. La metaphor vive. Paris: Éditions du Seuil. Search in Google Scholar

Ricoeur, Paul 1969. The Symbolism of Evil. Trans. Emerson Buchman. Boston: Beacon Press. Search in Google Scholar

Ricoeur, Paul 1963. ‘Le conflit des herméneutiques: épistémologie des interpretations’. – Cahiers Intemationaux de Symbolisme 1, 152–184 Search in Google Scholar

Ricoeur, Paul 1960. ‘The Symbol: Food for Thought’. – Philosophy Today 4, 3, 196–207.10.5840/philtoday196043/424 Search in Google Scholar

Ryan, Marie-Laure; Thon, Jan-Noël 2014. Storyworlds across Media. Toward a Media-Conscious Narratology. Lincoln & London: University of Nebraska Press.10.2307/j.ctt1d9nkdg Search in Google Scholar

Scott-Baumann, Alison 2009. Ricoeur and the Hermeneutics of Suspicion. New York: Continuum. Search in Google Scholar

Schulzke, Marcus 2014. ‘The critical power of virtual dystopias’. – Games and Culture 9, 5, 1-20.10.1177/1555412014541694 Search in Google Scholar

Sendyka, Roma 2017. ‘W imię zmarłych: humanistyka forensycznej wrażliwości i publicznej prawdomówności. – Teksty Drugie 1, 81–90.10.18318/td.2017.1.6 Search in Google Scholar

Tuszyńska, Justyna 2017. ‘Rozmyte pojęcia: Historia badania literatury kryminalnej w Polsce’. – Slavica Tergestina 19, 2, 204–223. Search in Google Scholar

Vella, Daniel 2015. The Ludic Subject and the Ludic Self: Analyzing the ‘I-in-the-Gameworld’. Copenhagen: IT University of Copenhagen. Search in Google Scholar

Wagner, E. J. 2006. The Science of Sherlock Holmes From Baskerville Hall to the Valley of Fear, the Real Forensics Behind the Great Detective’s Greatest Cases. New Jersey: Wiley. Search in Google Scholar

Zagal, José P.; Mateas, Michael 2010. ‘Time in Video Games: A Survey and Analysis’. – Simulation & Gaming 41, 6, 1–25.10.1177/1046878110375594 Search in Google Scholar

ZA/UM Studio 2019. Disco Elysium. London: ZA/UM Studio. Search in Google Scholar

Empfohlene Artikel von Trend MD

Planen Sie Ihre Fernkonferenz mit Scienceendo